Embed fonts into the executable, ship release artifacts as bare binaries
Fonts are now baked in with #load and loaded via LoadFontFromMemory instead of LoadFontEx reading assets/*.ttf from disk, so a build no longer needs an assets/ folder next to it at runtime - the chdir to the executable's own directory in main.odin is dead code, removed. just package / just package-windows now produce a single executable (build/<name>_<version>_<os>_<arch>[.exe]) instead of a tar.gz/zip, and the release workflow's upload/release-asset globs and the lld/zip toolchain package list are updated to match. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
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@@ -30,8 +30,6 @@ main :: proc() {
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raylib.InitWindow(themes.SCREEN_WIDTH, themes.SCREEN_HEIGHT, "HanjaKanaMun")
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defer raylib.CloseWindow()
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raylib.SetExitKey(.KEY_NULL)
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// Assets are loaded relative to the executable, so it can be started from anywhere
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raylib.ChangeDirectory(raylib.GetApplicationDirectory())
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raylib.SetTargetFPS(60)
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raylib.InitAudioDevice()
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